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When working with floats, we tend to reuse the more familiar integer arithmetic patterns.
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In the past two months or so, I spent some time making tiny GLSL demos.
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Text rendering is cursed.
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Bézier curves are a core building block of text and 2D shapes rendering.
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A few weeks ago, I made a tiny demo that fits into 448 characters: Red Alp GLSL demo in 448 characters void main(){vec3 c,p,K=vec3(3,1,0);for(float z,i,a,g=1.,t,h,d,w,k=.15;i++<1e2;d=max(max(d-3. ,-d),a=z)*k,w=g-g/exp(h>.001?
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Doing anti-aliasing on SDF is not as straightforward as it seems.
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The idea that we must always linearize sRGB gradients or work in a perceptually uniform colorspace is starting to be accepted universally.
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You've most likely heard about gradient noise through the name Perlin noise, which refers to one particular implementation with various CPU optimizations.
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As I'm exploring the fantastic world of indie game development lately, I end up watching a large number of video tutorials on the subject.
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This write-up is meant to present the rationale and technical details behind a tiny project I wrote the other day, WTH, or WindowTitleHack, which is meant to force a constant window name for apps that keep changing it (I'm looking specifically at Firefox…
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In 2015, I wrote an article about how the palette color quantization was improved in FFmpeg in order to make nice animated GIF files.